King among men :-D
> -----Original Message-----
> From: David Yazel [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, December 12, 2001 11:17 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Java3D, FlexPorter, Animation
>
>
> Sure. Please feel free to use the following code as a reference. I am
> including our entire skin and bones system plus the loaders.
> I have also
> included a test file called "mummy.txt" (from flexporter) and
> a texture
> "mummy.jpg".
>
> I apologize for the 256K attachment. Hopefully that is under people's
> irritation threshhold.
>
> The code will not be compilable by anyone without extensive
> work since it
> references lots of other classes from our project, but I
> include it as a
> help to people trying to implement skin and bones.
>
> The flex loader is still pretty rough. It does not yet
> calculate the skin
> normals and it is not yet scaling the models down to v-world
> sizes. But
> there were some tricky things that needed to be done to translate from
> flexporter's angle and 3d positioning, plus the basic parsing
> issues, so I
> think you will find it helpful. We just use the code to
> translate into our
> own formats, so we are not as concerned about it being
> blazingly fast to
> load from the text files. The loader should be pretty easy
> to modify to
> work with your own system, since I translated them into
> intermediate objects
> and then into the final systems. So if you replace getAnimation(),
> getSkin(), etc with your own routines you should have little
> problems using
> the loader.
>
> The SkinAnalyzer class has been very helpful to me in
> debugging problems
> with skins and bones. It is very hard to track down certain
> types of errors
> in animated models. This class does some neat analysis comparing the
> porportion of the edge lengths of texture coordinates to 3d
> coordinates per
> triangle edge to help isolate calculation errors on vertex
> transformations.
> For example it can detect where a code error causes unnatural texture
> stretching due to a misplaced skin vertex. Once again it is really for
> reference since the objects it works on are from our skin and
> bones system.
> But because it first translates them into internal objects,
> it would be
> pretty easy to port.
>
> Dave Yazel
> http://www.cosm-game.com
>
>
>
>
> ----- Original Message -----
> From: Pierce, Gregory (TBS) <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, December 12, 2001 10:02 AM
> Subject: Re: [JAVA3D] Java3D, FlexPorter, Animation
>
>
> David would you be willing to share some of your code that relates to
> importing skinned objects?
>
> > -----Original Message-----
> > From: David Yazel [mailto:[EMAIL PROTECTED]]
> > Sent: Wednesday, December 12, 2001 7:49 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] Java3D, FlexPorter, Animation
> >
> >
> > We recently wrote a loader for the flexporter format to move
> > skin and bone
> > animation from 3dsmax/char studio. Currently we assign the
> > bone names using
> > the CSIDS that flexporter produces, but eventually we will
> > need to map the
> > bones back to standards Bip01 names also. I was planning on
> > asking Pierre
> > Terdiman (The author of the flexporter) if he had such a
> > mapping. If I get
> > the mapping I will send it to you.
> >
> > Dave Yazel
> > http://www.cosm-game.com
> >
> >
> > ----- Original Message -----
> > From: Devrim DEMIRKAN <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, December 12, 2001 2:06 AM
> > Subject: [JAVA3D] Java3D, FlexPorter, Animation
> >
> >
> > Hi all;
> >
> > Has anybody dealt with 3DS Character Studio & FlexPorter ?
> > I need the mapping of the CharStud. biped's ID to their
> > actual 3DS names,
> > that I can then reference them to my geometry?
> >
> > DEVO
> >
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>
>
